К основному содержанию
скилл CX Codex

minecraft-modding — скилл для Claude Code: моды Minecraft

Скилл для написания, отладки и переноса модов Minecraft под NeoForge, Fabric и Forge 1.20.1. Помогает агенту не путать версии загрузчиков и маппингов.

Установить в Claude Code · Через Skills CLI (Vercel) Все способы и платформы ↓
npx skills add Jahrome907/minecraft-agent-skills --skill minecraft-modding -a claude-code
Открыть на GitHub

Что делает minecraft-modding

Скилл разбирает задачу по платформе и версии Minecraft, а потом пишет код под нужный загрузчик. Внутри есть таблица соответствия: NeoForge и Fabric 26.x на Java 25, ветка 1.21.x на Java 21, Forge 1.20.1 на Java 17. Для каждой платформы описан свой набор файлов — neoforge.mods.toml, mods.toml, fabric.mod.json — и свои команды сборки.

Работа начинается с определения проекта. Агент грепает gradle.properties и build.gradle на net.neoforged, net.minecraftforge или fabric, читает mod ID и только потом трогает код. Дальше идут команды Gradle: ./gradlew build для jar, ./gradlew runClient и ./gradlew runServer для проверки, ./gradlew runData для генерации ресурсов.

Главная ловушка — версии. Minecraft 26.1 перешёл на Java 25 и необфусцированные исполняемые файлы, поэтому маппинги, Loom-плагин и сниппеты из ветки 1.21.11 в проект 26.x тащить нельзя. Fabric 26.x идёт по пути без ремаппинга с официальными именами, NeoForge 26.x советует начинать с текущего генератора. Скилл не берётся за плагины Paper/Bukkit, чистые датапаки и ванильные команды — для них есть отдельные скиллы.

Какие задачи решает

  • создать мод под NeoForge 26.x с нуля
  • перенести мод с Forge 1.20.1 на NeoForge
  • починить падение при запуске runClient
  • настроить регистрацию блоков и предметов через DeferredRegister
  • сгенерировать JSON-ресурсы через runData

Примеры запросов агенту

  • Определи загрузчик и версию Minecraft в этом проекте, потом добавь новый блок с текстурой
  • Собери мод через gradle и запусти runClient, чтобы проверить загрузку
  • Этот мод на Forge 1.20.1, помоги перенести его на NeoForge 26.x

Как установить minecraft-modding

1Через Skills CLI (Vercel)

npx skills add Jahrome907/minecraft-agent-skills --skill minecraft-modding -a claude-code

2Вручную: положить файлы

~/.claude/skills/minecraft-modding/SKILL.md

Папка скилла целиком; для одного проекта — .claude/skills/minecraft-modding/

По шагам, с командами для каждой платформы: Как установить скилл в Claude Code: пять способов

Вопросы о minecraft-modding

Как установить minecraft-modding в Claude?

Выполните npx skills add Jahrome907/minecraft-agent-skills --skill minecraft-modding -a claude-code. Скилл окажется в ~/.claude/skills/minecraft-modding/SKILL.md.

Что делает minecraft-modding?

Помогает агенту писать, отлаживать и переносить моды Minecraft под NeoForge, Fabric и Forge 1.20.1. Скилл сначала определяет загрузчик и версию по файлам проекта, а затем работает с кодом и ресурсами.

Чем minecraft-modding отличается от minecraft-multiloader?

Этот скилл рассчитан на код под конкретный загрузчик. Если одна кодовая база должна собираться сразу под NeoForge и Fabric, нужен minecraft-multiloader.

Исходный текст

SKILL.md · MIT
---
name: minecraft-modding
description: "Create, modify, debug, or migrate Minecraft mods for current NeoForge or Fabric 26.x, legacy 1.21.x, and Forge 1.20.1. Use for loader-based gameplay code and assets; use minecraft-multiloader when one codebase must target both modern loaders."
---

# Minecraft Modding Skill

## Overview

Supported platforms:

| Platform | MC Version | Java | Build System |
|---|---|---|---|
| **NeoForge** | 26.x current; 1.21.11 examples retained | Java 25 current; Java 21 on 1.21.x | Gradle + ModDevGradle |
| **Forge** | 1.20.1 legacy lane | Java 17 | Gradle + ForgeGradle 6 |
| **Fabric** | 26.x current; 1.21.11 examples retained | Java 25 current; Java 21 on 1.21.x | Gradle + Fabric Loom |
| **Architectury** (multiloader) | 26.x or 1.21.x | Match Minecraft | Gradle + Architectury Loom |

Always confirm the platform and Minecraft version from `gradle.properties` or `build.gradle`
before writing any mod-specific code.

Minecraft 26.1 introduced Java 25 and unobfuscated game executables. For 26.x
projects, start from the current loader generator or example mod and preserve
its build layout. Do not copy the 1.21.11 mapping, Loom plugin, remapping task,
or Java 21 snippets in this skill into a 26.x project. Fabric 26.x uses the
non-remapping Loom path and official names; NeoForge 26.x should start from the
current NeoForge generator. The detailed API references cover legacy 1.21.x
examples unless a section explicitly says 26.x.

### Routing Boundaries
- `Use when`: the task is Java/Kotlin mod code, registry/event work, networking, datagen wiring, and loader APIs.
- `Do not use when`: the task is command-only vanilla logic (`minecraft-commands-scripting`) or pure datapacks (`minecraft-datapack`).
- `Do not use when`: the task targets Paper/Bukkit plugins (`minecraft-plugin-dev`).

---

## 1. Identifying the Platform

```bash
# NeoForge project signature
grep -r "net.neoforged" gradle.properties build.gradle settings.gradle 2>/dev/null | head -5

# Forge 1.20.1 project signature
grep -r "net.minecraftforge" gradle.properties build.gradle settings.gradle 2>/dev/null | head -5

# Fabric project signature
grep -r "fabric" gradle.properties build.gradle settings.gradle 2>/dev/null | head -5

# Read mod ID and version
cat gradle.properties
```

Key files per platform:

- **NeoForge**: `src/main/resources/META-INF/neoforge.mods.toml`, annotated `@Mod` main class
- **Forge 1.20.1**: `src/main/resources/META-INF/mods.toml`, `net.minecraftforge:forge` dependency
- **Fabric**: `src/main/resources/fabric.mod.json`, class implementing `ModInitializer`
- **Architectury**: `common/`, `fabric/`, `neoforge/` subprojects

---

## 2. Build & Test Commands

```bash
# Build the mod jar
./gradlew build

# Run the Minecraft client to test
./gradlew runClient

# Run a dedicated server to test
./gradlew runServer

# Run game tests (NeoForge JUnit-style game tests)
./gradlew runGameTestServer

# Run data generation (generates JSON assets automatically)
./gradlew runData

# Remove this project's generated build outputs before a fresh rebuild
./gradlew clean

# Check for dependency updates (optional)
./gradlew dependencyUpdates
```

`./gradlew build` runs the project's configured build tasks. Candidate mod jars are
usually under `build/libs/`, but task names and file names are project-specific.
Check the build result, then identify the intended
distributable before publishing it.

---

## 3. Project Layout (NeoForge)

```
src/
  main/
    java/<groupId>/<modid>/
      MyMod.java               ← @Mod entry point
      block/
        ModBlocks.java         ← DeferredRegister.Blocks
        MyCustomBlock.java
      item/
        ModItems.java          ← DeferredRegister.Items
      entity/
        ModEntities.java       ← DeferredRegister.Entities
      menu/                    ← custom GUI containers
      recipe/
      worldgen/
      datagen/
        ModDataGen.java        ← GatherDataEvent handler
        providers/
    resources/
      META-INF/
        neoforge.mods.toml     ← mod metadata (renamed from mods.toml in NeoForge 1.20.5+)
      assets/<modid>/
        blockstates/           ← JSON blockstate definitions
        models/
          block/               ← block model JSON
          item/                ← item model JSON
        items/                 ← 1.21.4+ item-definition JSON
        textures/
          block/               ← 16×16 PNG textures
          item/
        lang/
          en_us.json           ← translation strings
      data/<modid>/
        recipe/                ← crafting recipe JSON (26.x)
        loot_table/
          blocks/              ← per-block loot table JSON
        tags/
          block/
          item/
```

## 4. Project Layout (Forge 1.20.1)

Use this layout only when `minecraft_version=1.20.1` and the project depends on
`net.minecraftforge:forge`. Forge 1.20.1 is not NeoForge: keep `mods.toml`,
`net.minecraftforge.*` imports, Java 17, and ForgeGradle 6 patterns.

```
src/
  main/
    java/<groupId>/<modid>/
      MyMod.java               <- @Mod entry point
      block/
        ModBlocks.java         <- DeferredRegister.Blocks
      item/
        ModItems.java          <- DeferredRegister.Items
      datagen/
        ModDataGen.java        <- GatherDataEvent handler
    resources/
      META-INF/
        mods.toml              <- Forge metadata
      assets/<modid>/          <- client assets
      data/<modid>/            <- server data using 1.20.1 paths
```

See `references/forge-1.20.1-api.md` before editing Forge 1.20.1 projects.

## 5. Project Layout (Fabric)

```
src/
  main/
    java/<groupId>/<modid>/
      MyMod.java               ← implements ModInitializer
      client/
        MyModClient.java       ← implements ClientModInitializer
      block/
      item/
      mixin/                   ← Mixin classes
    resources/
      fabric.mod.json
      assets/<modid>/          ← same as NeoForge
      data/<modid>/            ← same as NeoForge
      <modid>.mixins.json      ← mixin configuration
```

---

## 6. Core Concepts Cheatsheet

### Sides
- **Physical client** – the game client JAR (has rendering code)
- **Physical server** – the dedicated server JAR (no rendering)
- **Logical client** – the client thread (handles rendering, input)
- **Logical server** – the server thread (handles world simulation)
- Code decorated with `@OnlyIn(Dist.CLIENT)` (NeoForge) or `@Environment(EnvType.CLIENT)` (Fabric)
  must NEVER run on the server.

### Registries
Everything in Minecraft lives in a registry. Always register objects; never
construct them at field initializer time outside a registry call. Use the
mapping-appropriate registry constants for the loader you are editing:

| Type | NeoForge / Mojang mappings | Fabric / Yarn mappings |
|------|-----------------------------|-------------------------|
| Blocks | `BuiltInRegistries.BLOCK` | `Registries.BLOCK` |
| Items | `BuiltInRegistries.ITEM` | `Registries.ITEM` |
| Entity types | `BuiltInRegistries.ENTITY_TYPE` | `Registries.ENTITY_TYPE` |
| Block entity types | `BuiltInRegistries.BLOCK_ENTITY_TYPE` | `Registries.BLOCK_ENTITY_TYPE` |
| Menu / screen-handler types | `BuiltInRegistries.MENU` | `Registries.SCREEN_HANDLER` |
| Sound events | `BuiltInRegistries.SOUND_EVENT` | `Registries.SOUND_EVENT` |
| Biomes | `Registries.BIOME` registry keys | `RegistryKeys.BIOME` registry keys |

Do not copy older `Registry.BLOCK` / `Registry.ITEM` constants into 1.21.x code;
those names are stale for the examples in this skill.

### ResourceLocation / Identifier
Every registry entry needs a namespaced ID:
```java
// 26.x official names (NeoForge and Fabric)
Identifier id = Identifier.fromNamespaceAndPath("mymod", "my_block");

// Older Mojang mappings use ResourceLocation; keep the project's version.
// Legacy Fabric with Yarn mappings
Identifier id = Identifier.of("mymod", "my_block");
```

---

## 7. NeoForge Quick Patterns (26.x)

For 26.x, use the explicitly labelled 26.x sections in
`references/common-patterns.md` and select the project's exact version in the
[NeoForge documentation](https://docs.neoforged.net/docs/gettingstarted/).
`references/neoforge-api.md` contains legacy 1.21.x / Java 21 patterns only;
do not copy its dependency pins into a 26.x project.

```java
// Main mod class
@Mod(MyMod.MOD_ID)
public class MyMod {
    public static final String MOD_ID = "mymod";

    public MyMod(IEventBus modEventBus) {
        ModBlocks.BLOCKS.register(modEventBus);
        ModItems.ITEMS.register(modEventBus);
        modEventBus.addListener(this::commonSetup);
    }

    private void commonSetup(FMLCommonSetupEvent event) {
        // runs after all mods are registered
    }
}
```

```java
// Block registration
public class ModBlocks {
    public static final DeferredRegister.Blocks BLOCKS =
        DeferredRegister.createBlocks(MyMod.MOD_ID);

    public static final DeferredBlock<Block> MY_BLOCK =
        BLOCKS.registerSimpleBlock("my_block",
            BlockBehaviour.Properties.of()
                .mapColor(MapColor.STONE)
                .strength(1.5f, 6.0f)
                .sound(SoundType.STONE)
                .requiresCorrectToolForDrops());
}
```

---

## 8. Forge 1.20.1 Quick Patterns

See full patterns in `references/forge-1.20.1-api.md`.

```java
// Main mod class
@Mod(MyMod.MOD_ID)
public class MyMod {
    public static final String MOD_ID = "mymod";

    public MyMod(FMLJavaModLoadingContext context) {
        IEventBus modEventBus = context.getModEventBus();
        ModBlocks.BLOCKS.register(modEventBus);
        ModItems.ITEMS.register(modEventBus);
        modEventBus.addListener(this::commonSetup);
        MinecraftForge.EVENT_BUS.register(this);
    }

    private void commonSetup(FMLCommonSetupEvent event) {
        // runs after registries are prepared
    }
}
```

```java
// Block registration
public class ModBlocks {
    public static final DeferredRegister<Block> BLOCKS =
        DeferredRegister.create(ForgeRegistries.BLOCKS, MyMod.MOD_ID);

    public static final RegistryObject<Block> MY_BLOCK =
        BLOCKS.register("my_block", () -> new Block(
            BlockBehaviour.Properties.of()
                .mapColor(MapColor.STONE)
                .strength(1.5f, 6.0f)
                .sound(SoundType.STONE)
                .requiresCorrectToolForDrops()));
}
```

---
## 9. Fabric Quick Patterns

Match the project's Minecraft version and mappings in the
[Fabric documentation](https://docs.fabricmc.net/develop/).
`references/fabric-api.md` contains legacy 1.21.x / Java 21 patterns only.
The explicitly labelled 26.x sections in `references/common-patterns.md`
use NeoForge syntax; adapt them against the exact Fabric API rather than
copying loader-specific classes or legacy dependency pins.

```java
// Main mod class
public class MyMod implements ModInitializer {
    public static final String MOD_ID = "mymod";
    public static final Logger LOGGER = LoggerFactory.getLogger(MOD_ID);

    @Override
    public void onInitialize() {
        ModBlocks.initialize();
        ModItems.register();
    }
}
```

```java
// Fabric 26.x with official Mojang mappings. Create the key before the object
// so its properties receive the required id during construction.
public final class ModBlocks {
    public static final ResourceKey<Block> MY_BLOCK_KEY = ResourceKey.create(
        Registries.BLOCK,
        Identifier.fromNamespaceAndPath(MyMod.MOD_ID, "my_block")
    );

    public static final Block MY_BLOCK = register(
        MY_BLOCK_KEY,
        Block::new,
        BlockBehaviour.Properties.of()
            .mapColor(MapColor.STONE)
            .strength(1.5f, 6.0f)
            .sound(SoundType.STONE)
            .requiresCorrectToolForDrops()
    );

    private static Block register(ResourceKey<Block> key,
            Function<BlockBehaviour.Properties, Block> factory,
            BlockBehaviour.Properties properties) {
        Block block = factory.apply(properties.setId(key));
        return Registry.register(BuiltInRegistries.BLOCK, key, block);
    }

    public static void initialize() {}
}
```

Call `ModBlocks.initialize()` from the Fabric initializer. The Yarn-named
1.21.11 examples remain in `references/fabric-api.md`; do not mix those names
with this 26.x pattern.

---

## 10. JSON Asset Templates

Always provide matching JSON assets for every registered block/item.
Codex should generate or update these files alongside Java code.
For Forge 1.20.1, check `references/forge-1.20.1-api.md` for legacy server-data
directory names before creating loot tables or tags.

See `references/common-patterns.md` for full JSON templates for:
- Blockstate JSON
- Block model JSON (cube, slab, stairs, fence, door, trapdoor, etc.)
- Item model JSON
- Loot table JSON
- Recipe JSON (crafting_shaped, crafting_shapeless, smelting, blasting, stonecutting)
- Language file (`en_us.json`) entries
- Tag JSON

---

## 11. Data Generation

Use the project's configured data providers. Current NeoForge uses
`GatherDataEvent.Client` / `.Server` and `event.createProvider(...)`; the MDK
normally generates both asset and data providers with `runClientData`. See the
[version-matched resource guide](https://docs.neoforged.net/docs/resources/)
before wiring providers. Keep Fabric and older projects on their own datagen
entrypoints and Gradle tasks, then inspect the generated files.
For Forge 1.20.1, use the mod-event-bus registration, `GatherDataEvent`
signature, provider classes, and legacy output paths from
`references/forge-1.20.1-api.md`.

---

## 12. Common Tasks Checklist

When adding a **new block**:
- [ ] `Block` subclass (or use vanilla Block with properties)
- [ ] Register in `ModBlocks.BLOCKS` / `Registries.BLOCK`
- [ ] Register `BlockItem` in `ModItems.ITEMS` / `Registries.ITEM`
- [ ] Blockstate JSON → `assets/<modid>/blockstates/<name>.json`
- [ ] Block model JSON → `assets/<modid>/models/block/<name>.json`
- [ ] Item model JSON → `assets/<modid>/models/item/<name>.json` (or inherits from block)
- [ ] 1.21.4+ item definition → `assets/<modid>/items/<name>.json`, pointing at the item or block model
- [ ] Texture PNG → `assets/<modid>/textures/block/<name>.png`
- [ ] Loot table JSON -> 1.21.x: `data/<modid>/loot_table/blocks/<name>.json`; Forge 1.20.1: `data/<modid>/loot_tables/blocks/<name>.json`
- [ ] Tags -> 1.21.x: `data/<modid>/tags/block/` and `tags/item/`; Forge 1.20.1: `data/<modid>/tags/blocks/` and `tags/items/`
- [ ] Language entry in `en_us.json`
- [ ] Mine-with-correct-tool tag if hardness > 0
- [ ] Do not mix Forge 1.20.1 plural server-data paths with 1.21.x singular server-data paths

When adding a **new item**:
- [ ] `Item` subclass (or use `new Item(properties)`)
- [ ] Register in `ModItems` / `Registries.ITEM`
- [ ] Item model JSON
- [ ] 1.21.4+ item definition → `assets/<modid>/items/<name>.json`
- [ ] Texture PNG
- [ ] Language entry
- [ ] Creative tab registration (NeoForge/Forge: `BuildCreativeModeTabContentsEvent`; Fabric: `ItemGroupEvents`)
- [ ] Recipe JSON if craftable (`data/<modid>/recipe/` for 26.x; see the
      version-specific recipe reference before using a 1.21.x project)

When adding a **new entity**:
- [ ] Entity class (extends appropriate base: `Mob`, `Animal`, `TamableAnimal`, etc.)
- [ ] `EntityType` registration
- [ ] Renderer class (`@OnlyIn(Dist.CLIENT)`)
- [ ] Model class (`@OnlyIn(Dist.CLIENT)`)
- [ ] Register renderer in `EntityRenderersEvent.RegisterRenderers` (NeoForge) or
      `EntityModelLayerRegistry` (Fabric)
- [ ] Spawn egg item (optional)
- [ ] Spawn rules / biome modifier

---

## 13. Open-Source Conventions

- **License**: MIT or LGPL-3.0 — include `LICENSE` file and `SPDX-License-Identifier` header
- **Versioning**: `{mod_version}+{mc_version}` (e.g., `2.0.0+1.21.11`)
- **Changelog**: Keep `CHANGELOG.md` up to date with semver notes
- **Publishing**: Use `gradle-modrinth` or `curseforgegradle` plugins for CurseForge / Modrinth
- **CI**: GitHub Actions with `./gradlew build` and `./gradlew runGameTestServer`
- **PR conventions**: Keep PRs scoped to a single feature; include asset files with Java changes

---

## 14. References

- NeoForge API patterns and event system: `./references/neoforge-api.md`
- Forge 1.20.1 API patterns and MDK workflow: `./references/forge-1.20.1-api.md`
- Fabric API patterns and mixin guide: `./references/fabric-api.md`
- Blocks, items, recipes, commands, GUIs, datagen: `./references/common-patterns.md`
- NeoForge official docs: https://docs.neoforged.net/
- Fabric developer docs: https://docs.fabricmc.net/develop/
- Architectury (multiloader): https://docs.architectury.dev/
- Minecraft Wiki (data formats): https://minecraft.wiki/w/Java_Edition_data_values

© Jahrome907 · MIT · Jahrome907/minecraft-agent-skills

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